Unfold short-circuiting operators in loop conditions correctly

Sometimes short-circuiting operators need to be unfolded to if
statements. If the unfolded operator is inside a loop condition or
expression, it needs to be evaluated repeatedly inside the loop. Add
logic to UnfoldShortCircuitToIf that can move or copy the unfolded part
of loop conditions or expressions to inside the loop.

The exact changes that need to be done depend on the type of the loop.
For loops may require also moving the initializer to outside the loop.

The unfolded expression inside a loop condition or expression is moved
or copied to inside the loop on the first traversal of the loop node,
and unfolding to if is deferred until a second traversal. This keeps the
code relatively simple.

BUG=angleproject:1167
TEST=WebGL 2 conformance tests,
     dEQP-GLES2.functional.shaders.*select_iteration_count*

Change-Id: Ieffc0ea858186054378d387dca9aa64a5fa95137
Reviewed-on: https://chromium-review.googlesource.com/310230
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
3 files changed
tree: 45a32b4b41b77bbb0b523399076bfce3a9cffc79
  1. build/
  2. doc/
  3. extensions/
  4. include/
  5. samples/
  6. src/
  7. util/
  8. .clang-format
  9. .gitattributes
  10. .gitignore
  11. angle.isolate
  12. angle_on_all_platforms.isolate
  13. AUTHORS
  14. BUILD.gn
  15. codereview.settings
  16. CONTRIBUTORS
  17. DEPS
  18. LICENSE
  19. README.chromium
  20. README.md
README.md

#ANGLE The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

Direct3D 9Direct3D 11Desktop GLGL ES
OpenGL ES 2.0completecompletecompleteplanned
OpenGL ES 3.0nearing completionnearing completionplanned
[Level of OpenGL ES support via backing renderers]
Direct3D 9Direct3D 11Desktop GL
Windows***
Linux*
Mac OS Xin progress
[Platform support via backing renderers]

ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification.

ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

##Building View the Dev setup instructions.

##Contributing